uniform vec3 BrickColor, MortarColor;
uniform vec2 BrickSize;
uniform vec2 BrickPct;

varying vec2 MCposition;
varying float LightIntensity;

void main()
{
	vec3 color;
	vec2 position, useBrick;
	
	position = MCposition / BrickSize;
	if ( fract( position.y * 0.5 ) > 0.5 )
		position.x += 0.5;
		
	position = fract(position);
	useBrick = step(position,BrickPct);
	
	color = mix(MortarColor,BrickColor,useBrick.x * useBrick.y );
	color *= LightIntensity;
	
	gl_FragColor = vec4(color,1.0);
}